Add game end status with an end_game DM tool and automatic 0-HP detection
Games now have a status/ended_reason pair. The DM can call the new end_game tool when the story reaches a real conclusion (victory, defeat, or a resolved one-shot), and the backend independently ends the game whenever a character's HP drops to 0 or below, regardless of whether the DM narrates it. The frontend shows a banner and a "Beendet" badge once a game ends. HP moves from the freeform combat_stats bag into dedicated current_hp/max_hp columns on Character, since reliably detecting 0 HP requires a real integer rather than parsing strings like "3/10" out of an LLM-authored key/value dict. Also fixed combat_stats to fully replace on each upsert instead of merging, matching its documented contract — the merge was leaving stale keys (old HP/TP text) behind after the model stopped sending them. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -9,7 +9,7 @@ from app.config import settings
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from app.llm.client import get_dm_system_prompt, get_llm_client
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from app.llm.context import build_context
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from app.llm.json_utils import fix_double_escaped_unicode
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from app.llm.tools import character_sheet, dice
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from app.llm.tools import character_sheet, dice, end_game
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from app.models.game import Game
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from app.models.message import Message
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from app.rag.retrieval import build_rag_block
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@@ -22,6 +22,7 @@ MAX_TOKENS = 4096
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TOOLS = [
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{"type": "function", "function": dice.TOOL_SCHEMA},
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{"type": "function", "function": character_sheet.TOOL_SCHEMA},
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{"type": "function", "function": end_game.TOOL_SCHEMA},
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]
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@@ -35,6 +36,8 @@ async def _execute_tool_call(
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return dice.roll(tool_input["notation"])
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if tool_name == "upsert_character_sheet":
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return await character_sheet.upsert(session, game_id, tool_input)
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if tool_name == "end_game":
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return await end_game.end(session, game_id, tool_input)
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return {"error": f"Unknown tool {tool_name!r}"}
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except Exception as exc: # noqa: BLE001
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logger.warning("Tool call %s failed: %s", tool_name, exc)
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@@ -42,11 +45,30 @@ async def _execute_tool_call(
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return {"error": str(exc)}
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async def _check_hp_game_over(session: AsyncSession, game_id: uuid.UUID, result: dict) -> str | None:
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"""After an upsert_character_sheet call, auto-ends the game if the character it touched
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dropped to 0 HP or below. Returns the end reason if the game was just ended, else None."""
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current_hp = result.get("current_hp")
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if current_hp is None or current_hp > 0:
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return None
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game = await session.get(Game, game_id)
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if game is None or game.status == "ended":
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return None
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reason = f"{result.get('name', 'Ein Charakter')} ist bei {current_hp} Trefferpunkten zusammengebrochen."
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game.status = "ended"
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game.ended_reason = reason
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await session.commit()
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return reason
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async def run_dm_turn(
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session: AsyncSession,
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game_id: uuid.UUID,
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latest_player_message: str | None = None,
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on_roll: Callable[[str], Awaitable[None]] | None = None,
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on_game_ended: Callable[[str], Awaitable[None]] | None = None,
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) -> Message:
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client = get_llm_client()
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system_prompt = get_dm_system_prompt()
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@@ -90,6 +112,17 @@ async def run_dm_turn(
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if tool_call.function.name == "roll_dice" and on_roll is not None:
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await on_roll(tool_input.get("notation", ""))
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result = await _execute_tool_call(session, game_id, tool_call.function.name, tool_input)
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end_reason = None
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if tool_call.function.name == "end_game" and "reason" in result:
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end_reason = result["reason"]
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elif tool_call.function.name == "upsert_character_sheet":
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end_reason = await _check_hp_game_over(session, game_id, result)
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if end_reason:
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result = {**result, "game_ended": True, "end_reason": end_reason}
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if end_reason and on_game_ended is not None:
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await on_game_ended(end_reason)
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messages.append(
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{
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"role": "tool",
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